Noise Change: Difference between revisions

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'''Noise Change''' is the main transformation system of [[Mega Man Star Force 3]]. MegaMan will receive his first Noise Change in Chapter 4.
'''Noise Change''' (ノイズチェンジ) is the main transformation system of [[Mega Man Star Force 3]]. MegaMan will receive his first Noise Change in Chapter 4. All Noise Change forms can be obtained in both versions, but one version will have certain Noise Changes appear more likely than the other. There is only a small chance to get an opposite version Noise Change.


==Noises Changes==
==Noise Force Big Bang==
Landing a Counter Hit guarantees a special Noise Force Big Bang (NFB) card. The NFB can be further boosted by the Noise Change's abilities. The NFB can also be used in a [[Screen-Dimming Cut In]].
 
==Ability Rewards==
After doing a certain amount of battles in a certain Noise Change, a prompt will appear after the battle and you will receive an [[Ability_(MMSF3)|Ability]]. The Ability obtained while in a Noise have exclusive LP Cost sizes and cannot be obtained any other way. Each ability can only be obtained once.
 
These Abilities can also be obtained with Noise Change if accessed via the [[Transformation Archive]].
 
==Noises Change Forms==
===Black Ace Noises===
===Black Ace Noises===
These are Noise Changes that are more likely to appear in Black Ace.
These are Noise Changes that are more likely to appear in Black Ace.
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! scope="row" | Noise Form Abilities
! scope="row" | Noise Form Abilities
|
|
*Fire & Aqua cards gain +10 damage (dimming and non-dimming).
*Fire & Aqua cards gain +10 attack power (dimming and non-dimming).
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
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|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Meteor Light Barrage (130 damage) Attacks 2 times. Pierces invis.
|Meteor Light Barrage (130 AP) Attacks 2 times. Pierces invis.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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|-
|-
! scope="row" | Charged Shot
! scope="row" | Charged Shot
|Shocking Flare (55 + 5x Buster Attack) Fire.
|Shocking Flare (55 + 5x Buster Attack) Fire. Immobilize for 2 seconds.
|-
|-
! scope="row" | Noise Form Abilities
! scope="row" | Noise Form Abilities
|
|
*Non-dimming Fire cards gain +30 damage.
*Non-dimming Fire cards gain +30 attack power.
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
|
|
*Unaffected by Poison panels.
*Unaffected by Poison panels.
*Immune to HP Bugs
*Immune to HP Bugs.
*Immune to BlackHole-type attacks.
*Immune to BlackHole-type attacks.
|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Atom Blazer (400 damage) Fire. Wind.
|Atom Blazer (400 AP) Fire. Wind.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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|-
|-
! scope="row" | Charged Shot
! scope="row" | Charged Shot
|Bubble Shot (10 + 10x Buster Attack) Aqua. Bubbles.
|Bubble Shot (10 + 10x Buster Attack) Aqua. Bubbles for 1 second.
|-
|-
! scope="row" | Noise Form Abilities
! scope="row" | Noise Form Abilities
|
|
*Non-dimming Aqua cards gain +30 damage.
*Non-dimming Aqua cards gain +30 attack power.
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
|
|
*Non-dimming Aqua cards Bubbles upon hitting.
*Non-dimming Aqua cards Bubbles for 1 second upon hitting.
|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Dyna Wave (100 damage) Aqua. Attacks 3 times.
|Dyna Wave (100 AP) Aqua. Attacks 3 times.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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|-
|-
! scope="row" | Charged Shot
! scope="row" | Charged Shot
|Rocket Knuckle (10 + 10x Buster Attack) Elec. Paralyzes.
|Rocket Knuckle (10 + 10x Buster Attack) Elec. Paralyzes for 1 second.
|-
|-
! scope="row" | Noise Form Abilities
! scope="row" | Noise Form Abilities
|
|
*Non-dimming Elec cards gain +30 damage.
*Non-dimming Elec cards gain +30 attack power.
*Tag System in Folders. Choose 2 cards that are more likely to appear together.
*Tag System in Folders. Choose 2 cards that are more likely to appear together.
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
|
|
*Sword cards will Paralyze (dimming and non-dimming).
*Sword cards will Paralyze for 1 second (dimming and non-dimming).
|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Thunderbolt Blade (100 damage) Elec. Sword. Attacks 3 times.
|Thunderbolt Blade (100 AP) Elec. Sword. Attacks 3 times.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
|
|
*150 battles: Charge Paralyze/70
*150 battles: + Paralyze Panel/70
*200 battles: No Paralyze/600
*200 battles: No Paralyze/600
|-
|-
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! scope="row" | Noise Form Abilities
! scope="row" | Noise Form Abilities
|
|
*Wood cards gain +20 damage (dimming and non-dimming).
*Wood cards gain +20 attack power (dimming and non-dimming).
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
|
|
*Non-dimming None card causes Confusion.
*Non-dimming None card causes Confusion for 2 seconds.
*No Flash: Immune to Confusion and Blind status effects.
*No Flash: Immune to Confusion and Blind status effects.
|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Elemental Cyclone (100 damage) Wood. Wind. Attacks 3 times.
|Elemental Cyclone (100 AP) Wood. Wind. Attacks 3 times.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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! scope="row" | Noise Form Abilities
! scope="row" | Noise Form Abilities
|
|
*Air Shoes: Unaffected by Broken panels.
*Air Shoes: Unaffected by Hole panels.
*Float Shoes: Unaffected by Poison, Cracked, Guard Null panels.
*Float Shoes: Unaffected by Poison, Cracked, Guard Null panels.
*None cards gain +10 damage (dimming and non-dimming) except for Muramasa.
*None cards gain +10 attack power (dimming and non-dimming), except for Muramasa.
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
|
|
*Non-dimming Wind cards gain +30 damage.
*Non-dimming Wind cards gain +30 attack power.
|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Meteor Light Barrage (130 damage) Attacks 2 times. Pierces invis.
|Meteor Light Barrage (130 AP) Attacks 2 times. Pierces invis.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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|
|
*Super Armor: MegaMan cannot be flinched aback.
*Super Armor: MegaMan cannot be flinched aback.
*Non-dimming Fire cards gain +50 damage.
*Non-dimming Fire cards gain +50 attack power.
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
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|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Atom Blazer (400 damage) Fire. Wind.
|Atom Blazer (400 AP) Fire. Wind.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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*No Freeze: Mega Man cannot be Frozen.
*No Freeze: Mega Man cannot be Frozen.
*No Bubble: Mega Man cannot be Bubbled.
*No Bubble: Mega Man cannot be Bubbled.
*Non-dimming Aqua cards gain +30 damage.
*Non-dimming Aqua cards gain +30 attack power.
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
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|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Dyna Wave (100 damage) Aqua. Attacks 3 times.
|Dyna Wave (100 AP) Aqua. Attacks 3 times.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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|-
|-
! scope="row" | Charged Shot
! scope="row" | Charged Shot
|Plasma Shot (10 + 10x Buster Attack) Elec. Paralyzes.
|Plasma Shot (10 + 10x Buster Attack) Elec. Paralyzes for 0.8 seconds.
|-
|-
! scope="row" | Noise Form Abilities
! scope="row" | Noise Form Abilities
|
|
*Mega and Giga Class Cards have a higher chance of appearing during battle.
*Mega and Giga Class Cards have a higher chance of appearing during battle.
*Elec cards gain +20 damage (dimming and non-dimming).
*Elec cards gain +20 attack power (dimming and non-dimming).
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
|
|
*Non-dimming None card causes Blinding.
*Non-dimming None card causes Blinding for 2 seconds.
|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Thunderbolt Blade (100 damage) Elec. Sword. Attacks 3 times.
|Thunderbolt Blade (100 AP) Elec. Sword. Attacks 3 times.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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|
|
*Quick Gauge: Custom Gauge fills up faster.
*Quick Gauge: Custom Gauge fills up faster.
*Non-dimming Sword cards gain +30 damage except for Muramasa.
*Non-dimming Sword cards gain +30 attack power, except for Muramasa.
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
|
|
*Wood cards gain +10 damage (dimming and non-dimming).
*Wood cards gain +10 attack power (dimming and non-dimming).
*Auto-lock for non-dimming Wood cards.
*Auto-lock for non-dimming Wood cards.
|-
|-
! scope="row" | NFB
! scope="row" | NFB
|Elemental Cyclone (100 damage) Wood. Wind. Attacks 3 times.
|Elemental Cyclone (100 AP) Wood. Wind. Attacks 3 times.
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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===Rogue Noise===
===Rogue Noise===
Rogue Noise can only be obtained if the player has no non-NPC Brother slots. This form doesn’t have a Noise Force Big Bang for when he counters and instead will get a bonus card like normal Mega Man.
Rogue Noise can only be obtained if the player has no [[Brother_Band_(MMSF3)#Brother_with_other_Games | Real Brother]] or Opponent Noise equipped. This form doesn’t have a Noise Force Big Bang for when he counters and instead will get a bonus card like normal Mega Man.
*Since Rogue Noise cannot have any Brother Bands, it will miss out on a chunk of Link Power, leaving it unable to equip as many Abilities as other Noise.
*{{JP}} [[Battle Card Database]] Access Ports can still be used alongside Rogue Noise.


{| class="wikitable"
{| class="wikitable"
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|-
|-
! scope="row" | Charged Shot
! scope="row" | Charged Shot
|Charged Shot x2 damage
|Charged Shot attack power x2  
|-
|-
! scope="row" | Noise Form Abilities
! scope="row" | Noise Form Abilities
|
|
*Non-dimming Sword cards gain +50 damage except for Muramasa.
*Non-dimming Sword cards gain +50 attack power, except for Muramasa.
*Mu Barrier: The first attack in a turn is blocked.
*Mu Barrier: The first hit MegaMan receives in a turn is blocked.
|-
|-
! scope="row" | Vibrant Noise Abilities
! scope="row" | Vibrant Noise Abilities
|
|
*Non-dimming None cards Paralyzes upon hitting except for Muramasa.
*Non-dimming None cards will Paralyze for 0.3 seconds.
*Temporarily breaks opponent's Lock-On in VS Matches.
*Temporarily breaks opponent's Lock-On in VS Matches.
|-
! scope="row" | NFB
| None
|-
|-
! scope="row" | Ability Rewards
! scope="row" | Ability Rewards
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==Multi-Noise==
==Multi-Noise==
If the player has a Brother or Rival card, instead of rolling the roulette, their Noise Change can be used to fuse with the player's current Noise Change. Upon Multi-Noise, Mega Man's Noise gauge is set to 50% regardless of current %. Mega Man gains the following effects from that Noise:
If the player has a Brother or Opponent Noise card, instead of rolling the roulette, their Noise Change can be used to fuse with the player's current Noise Change. Upon Multi-Noise, Mega Man's Noise gauge is set to 50% regardless of current %. Mega Man gains the following effects from that Noise:
*Body: Their elemental body overwrites the primary Noise Change's body.
*Body: Their elemental body overwrites the primary Noise Change's body.
*Weakness: Their weakness overwrites the primary Noise Change's weakness.
*Weakness: Their weakness overwrites the primary Noise Change's weakness.
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You will want to have both SearchEye and Cloaker OFF for this, as a SearchEyed battle will never have G viruses, and Cloaker increases the V3 boss encounter rate as well as reducing the regular virus encounter rate. Neither of these are things you want when going for a Noise Change.
You will want to have both SearchEye and Cloaker OFF for this, as a SearchEyed battle will never have G viruses, and Cloaker increases the V3 boss encounter rate as well as reducing the regular virus encounter rate. Neither of these are things you want when going for a Noise Change.


For best results you will probably also want to be in a Cyber Core where bosses don't appear.
For best results, you will also want to be in a Cyber Core where bosses don't appear.


===Triggering Noise Change===
===Triggering Noise Change===

Latest revision as of 21:00, 26 November 2024

Noise Change (ノイズチェンジ) is the main transformation system of Mega Man Star Force 3. MegaMan will receive his first Noise Change in Chapter 4. All Noise Change forms can be obtained in both versions, but one version will have certain Noise Changes appear more likely than the other. There is only a small chance to get an opposite version Noise Change.

Noise Force Big Bang

Landing a Counter Hit guarantees a special Noise Force Big Bang (NFB) card. The NFB can be further boosted by the Noise Change's abilities. The NFB can also be used in a Screen-Dimming Cut In.

Ability Rewards

After doing a certain amount of battles in a certain Noise Change, a prompt will appear after the battle and you will receive an Ability. The Ability obtained while in a Noise have exclusive LP Cost sizes and cannot be obtained any other way. Each ability can only be obtained once.

These Abilities can also be obtained with Noise Change if accessed via the Transformation Archive.

Noises Change Forms

Black Ace Noises

These are Noise Changes that are more likely to appear in Black Ace.

Libra Noise
Body None
Weakness Break
Charged Shot Side Spread (5x Buster Attack) Attacks 3 times.
Noise Form Abilities
  • Fire & Aqua cards gain +10 attack power (dimming and non-dimming).
Vibrant Noise Abilities
  • Non-dimming None card heals 5% of Mega Man's HP upon use. Maxes at 100HP heal.
NFB Meteor Light Barrage (130 AP) Attacks 2 times. Pierces invis.
Ability Rewards
  • 100 battles: Charge Spread/100
  • 200 battles: HP +500/350
Corvus Noise
Body Fire
Weakness Aqua
Charged Shot Shocking Flare (55 + 5x Buster Attack) Fire. Immobilize for 2 seconds.
Noise Form Abilities
  • Non-dimming Fire cards gain +30 attack power.
Vibrant Noise Abilities
  • Unaffected by Poison panels.
  • Immune to HP Bugs.
  • Immune to BlackHole-type attacks.
NFB Atom Blazer (400 AP) Fire. Wind.
Ability Rewards
  • 150 battles: No Gravity/300
  • 200 battles: Air Shoes/200
Cancer Noise
Body Aqua
Weakness Elec
Charged Shot Bubble Shot (10 + 10x Buster Attack) Aqua. Bubbles for 1 second.
Noise Form Abilities
  • Non-dimming Aqua cards gain +30 attack power.
Vibrant Noise Abilities
  • Non-dimming Aqua cards Bubbles for 1 second upon hitting.
NFB Dyna Wave (100 AP) Aqua. Attacks 3 times.
Ability Rewards
  • 100 battles: + X-Shot/45
  • 200 battles: No Bubble/300
Gemini Noise
Body Elec
Weakness Wood
Charged Shot Rocket Knuckle (10 + 10x Buster Attack) Elec. Paralyzes for 1 second.
Noise Form Abilities
  • Non-dimming Elec cards gain +30 attack power.
  • Tag System in Folders. Choose 2 cards that are more likely to appear together.
Vibrant Noise Abilities
  • Sword cards will Paralyze for 1 second (dimming and non-dimming).
NFB Thunderbolt Blade (100 AP) Elec. Sword. Attacks 3 times.
Ability Rewards
  • 150 battles: + Paralyze Panel/70
  • 200 battles: No Paralyze/600
Ophiuca Noise
Body Wood
Weakness Fire
Charged Shot Wood Shot (10 + 10x Buster Attack) Wood.
Noise Form Abilities
  • Wood cards gain +20 attack power (dimming and non-dimming).
Vibrant Noise Abilities
  • Non-dimming None card causes Confusion for 2 seconds.
  • No Flash: Immune to Confusion and Blind status effects.
NFB Elemental Cyclone (100 AP) Wood. Wind. Attacks 3 times.
Ability Rewards
  • 100 battles: + Wood Panel/50
  • 200 battles: No Flash/200

Red Joker Noises

These are Noise Changes that are more likely to appear in Red Joker.

Cygnus Noise
Body None
Weakness Sword
Charged Shot Feather Vulcan (3x Buster Attack) Attacks 3 times.
Noise Form Abilities
  • Air Shoes: Unaffected by Hole panels.
  • Float Shoes: Unaffected by Poison, Cracked, Guard Null panels.
  • None cards gain +10 attack power (dimming and non-dimming), except for Muramasa.
Vibrant Noise Abilities
  • Non-dimming Wind cards gain +30 attack power.
NFB Meteor Light Barrage (130 AP) Attacks 2 times. Pierces invis.
Ability Rewards
  • 100 battles: + Guard Null Panel/50
  • 200 battles: Float Shoes/150
Taurus Noise
Body Fire
Weakness Aqua
Charged Shot Heat Cannon (30 + 10x Buster Attack) Fire.
Noise Form Abilities
  • Super Armor: MegaMan cannot be flinched aback.
  • Non-dimming Fire cards gain +50 attack power.
Vibrant Noise Abilities
  • ---
NFB Atom Blazer (400 AP) Fire. Wind.
Ability Rewards
  • 250 battles: Super Armor/700
Virgo Noise
Body Aqua
Weakness Elec
Charged Shot Aqua Wave (20 + 10x Buster Attack) Aqua.
Noise Form Abilities
  • No Freeze: Mega Man cannot be Frozen.
  • No Bubble: Mega Man cannot be Bubbled.
  • Non-dimming Aqua cards gain +30 attack power.
Vibrant Noise Abilities
  • ---
NFB Dyna Wave (100 AP) Aqua. Attacks 3 times.
Ability Rewards
  • 120 battles: + Ice Panel/50
  • 220 battles: No Freeze/600
Crown Noise
Body Elec
Weakness Wood
Charged Shot Plasma Shot (10 + 10x Buster Attack) Elec. Paralyzes for 0.8 seconds.
Noise Form Abilities
  • Mega and Giga Class Cards have a higher chance of appearing during battle.
  • Elec cards gain +20 attack power (dimming and non-dimming).
Vibrant Noise Abilities
  • Non-dimming None card causes Blinding for 2 seconds.
NFB Thunderbolt Blade (100 AP) Elec. Sword. Attacks 3 times.
Ability Rewards
  • 250 battles: Mega Class +1/200
Wolf Noise
Body Wood
Weakness Fire
Charged Shot Shock Claw (60 + 10x Buster Attack) Wood. Sword attribute.
Noise Form Abilities
  • Quick Gauge: Custom Gauge fills up faster.
  • Non-dimming Sword cards gain +30 attack power, except for Muramasa.
Vibrant Noise Abilities
  • Wood cards gain +10 attack power (dimming and non-dimming).
  • Auto-lock for non-dimming Wood cards.
NFB Elemental Cyclone (100 AP) Wood. Wind. Attacks 3 times.
Ability Rewards
  • 250 battles: Quick Gauge/300

Rogue Noise

Rogue Noise can only be obtained if the player has no Real Brother or Opponent Noise equipped. This form doesn’t have a Noise Force Big Bang for when he counters and instead will get a bonus card like normal Mega Man.

  • Since Rogue Noise cannot have any Brother Bands, it will miss out on a chunk of Link Power, leaving it unable to equip as many Abilities as other Noise.
  • (JP) Battle Card Database Access Ports can still be used alongside Rogue Noise.
Rogue Noise
Body None
Weakness No weakness
Charged Shot Charged Shot attack power x2
Noise Form Abilities
  • Non-dimming Sword cards gain +50 attack power, except for Muramasa.
  • Mu Barrier: The first hit MegaMan receives in a turn is blocked.
Vibrant Noise Abilities
  • Non-dimming None cards will Paralyze for 0.3 seconds.
  • Temporarily breaks opponent's Lock-On in VS Matches.
NFB None
Ability Rewards
  • 100 battles: Reflect/50
  • 200 battles: First Aura/400

Storing Noises

Up to two Noise Changes can be held at a time, the one currently active an the other with the a Noise Wizard in National Astro Wave 1. If Rogue Noise is the one stored, it won't be able to swapped to.

Noise Level Gauge

Noise Change forms are only equipped when the AceProgram or JokerProgram is active, so it cannot be normally used without the Noise Level Gauge.

However, using the Transformation Archive, it’s possible to have Noise Changes without a Noise Level Gauge. The equipped folder will be premade.

Finalization

Once Mega Man's Noise Level Gauge is 200% or higher, he'll be able to turn into that version's Finalization, Black Ace or Red Joker.

Multi-Noise

If the player has a Brother or Opponent Noise card, instead of rolling the roulette, their Noise Change can be used to fuse with the player's current Noise Change. Upon Multi-Noise, Mega Man's Noise gauge is set to 50% regardless of current %. Mega Man gains the following effects from that Noise:

  • Body: Their elemental body overwrites the primary Noise Change's body.
  • Weakness: Their weakness overwrites the primary Noise Change's weakness.
  • Charged Shot: Their Charged Shot overwrites the primary Noise Change's Charged Shot.
  • Ability: All the abilities from that Noise are added upon the primary Noises. Having two Noises' abilities at once.
  • Noise Force Big Bang: Their NFB overwrites the primary Noise Change's NFB.

How to Obtain

G virus battle

The first step in getting a Noise Change is getting into a WARNING battle with G viruses. Whenever you get a random virus encounter that doesn't have a boss in it, there's a 1-in-14 chance that the viruses will all be upgraded to G size and the battle will have a WARNING on the bottom screen before it begins.

You will want to have both SearchEye and Cloaker OFF for this, as a SearchEyed battle will never have G viruses, and Cloaker increases the V3 boss encounter rate as well as reducing the regular virus encounter rate. Neither of these are things you want when going for a Noise Change.

For best results, you will also want to be in a Cyber Core where bosses don't appear.

Triggering Noise Change

Once you've deleted the G viruses, you have a change to get a Noise Chance. The chance to get a Noise Change starts at 33% (not 1/3) and increases every time you don't get it. Once you get the Noise Change, it resets back to 33%.

  • 1st Battle: 33%
  • 2nd Battle: 50%
  • 3rd Battle: 70%
  • 4th Battle: 80%
  • 5th Battle: 100%

If you're looking for a specific Noise, you will want to save the game every time that deleting the G viruses doesn't trigger a Noise Change. Reset the game when it does trigger a Noise Change but you don't get the Noise you wanted. This will keep the Noise Change trigger % up.

  • JP version only: If the Transformation Archive is active, then Noise Change will never trigger. You can have Transformation Archive data stored, just make sure that the red folder isn't equipped. Noise Change trigger % does not change while Transformation Archive is active.

When you pass the Noise Change check, the game will perform a series of subsequent checks, first to see if you'll get Rogue Noise, then to see if you'll get a Noise from the opposite version, and finally what Noise you get.

First two Noise Changes

If this is your first or second Noise Change (included the one forced on you during the story), then the game will skip the Rogue Noise check and opposite version check described below. This means that you cannot get Rogue Noise or an opposite version Noise until at least your third Noise Change.

Also, if you reject your second Noise Change, then it doesn't count! You will have to accept your second Noise Change before you have a shot at getting one of those rarer Noises.

Rogue Noise check

In determining which Noise you get, first the game will check if you're eligible for Rogue Noise, which is when you don't have any Real Brothers. This is a 10% check and increases by 10% every time you miss it. It resets when you get Rogue Noise or if you get a new Noise Change while having Real Brothers.

The Rogue Noise chance does not increase during your first two Noise Changes even if you meet its requirements at that time, meaning it will always start at 10% from your third Noise Change onwards.

If you pass the Rogue Noise check, then you just get Rogue Noise and all the other checks are skipped. If you miss it, then the game continues to...

Opposite Version check

This is a 12.5% check, if you pass it then you'll get a random Noise from the other game version (e.g. get a Red Joker Noise when you're playing Black Ace). Otherwise, you will get a random Noise from your own version.

Version Noise

Once the game has determined which version you will get a Noise from, there's a 20% chance to get each of the 5 Noises of that version. If you're already in a Noise from that version, then the game will exclude it, and instead you have a 25% chance to get each of the 4 other Noises of that version.